If Wrath will stay than Increase effectiveness of Wrath to 15/30 stacking 10 times from current 10/20.
How does some lousy stacking weapon and spell damage help me in my role? (TANK)
Explain to me why tanks need damage please.
ENLIGHTEN ME.
You refuse to accept the fact that tanks got a nerf.
Not you ofc, you live in your own PvP immortal templar world, we should all bow to you, reroll a temp and copy your build.
Permablocking?
Seriously?
Tell me... how am I going to beat vICP without blocking? Every time I raise my shield, the stamina recovery is put on hold for another 2 seconds after I stop blocking. IF and only IF the boss was to attack only every 3 to 4 seconds, I'd have ONE tick of stamina regen.
You refuse to accept the fact that tanks got a nerf.
Not you ofc, you live in your own PvP immortal templar world, we should all bow to you, reroll a temp and copy your build.
Wow this thread turned stupid really fast. Every time these tanking topics are made they turn into one big whine. No arguments, no numbers, no videos, no screenshots, just plain damn whining.
Yes some things changed and yes we need to see what it means, but really there is no need that every damn 3rd post there is some half-wit calling out "We got nerfed so bad boohoo!". You think you are helping all of us with your nonsense? No, of course not. For those who can't stop whining hit me a pm and I'll buy you a box of *** tissues.
It's not a nerf, it's a change. And as far as I've been testing my gut tells me not much has changed IN THE END. The difference I saw was in how much the stamina fluctuates due to the new passives. More out, but also more in, but the end value seemed about the same. I was able to do what I did before without noticing a big difference, and I'm not running any sturdy.
BUT if you find an change, a negative one in particular then PLEASE be constructive, post your findings and be open to discuss things.
FYI saying nerf 27 times on one page is not a summoning ritual for @ZOS_RichLambert or anything
When giving your feedback, it’s most helpful to us when you support your ideas with specific details, math, and logic.
Permablocking?
Seriously?
Tell me... how am I going to beat vICP without blocking? Every time I raise my shield, the stamina recovery is put on hold for another 2 seconds after I stop blocking. IF and only IF the boss was to attack only every 3 to 4 seconds, I'd have ONE tick of stamina regen.
It's good that you brought up vICP, the hardest of the 4-man dungeons... because it's completely doable without permablocking.
The only thing I ever block while in that dungeon is the Flurry from Overfiend (when it starts, I press RMB - then I let go, magic) & the slow heavy attacks of the flesh atronach boss (you can heavy attack/DPS between those boss attacks).You refuse to accept the fact that tanks got a nerf.
Not you ofc, you live in your own PvP immortal templar world, we should all bow to you, reroll a temp and copy your build.
There is no fact, tanks didn't get a nerf (apart from maybe trials vMoL tanking, where you actually have to hold block & never let go).
Every single 4-man dungeon in this game is completable without permablocking, and will be even easier as a tank after this patch.
I do not want people to reroll any certain build, I want people to let go of the fixation on permablocking & the mindset of "I hold right mouse button, I'm a tank" and experiment with different builds - thus creating a more diverse landscape in both PvE & PvP and enrichening the gameplay experience of everyone.
I was able to increase it to 1956 with the new setup I run.
Had zero problem tanking.
Personofsecrets wrote: »
Permablocking?
Seriously?
Tell me... how am I going to beat vICP without blocking? Every time I raise my shield, the stamina recovery is put on hold for another 2 seconds after I stop blocking. IF and only IF the boss was to attack only every 3 to 4 seconds, I'd have ONE tick of stamina regen.
It's good that you brought up vICP, the hardest of the 4-man dungeons... because it's completely doable without permablocking.
The only thing I ever block while in that dungeon is the Flurry from Overfiend (when it starts, I press RMB - then I let go, magic) & the slow heavy attacks of the flesh atronach boss (you can heavy attack/DPS between those boss attacks).You refuse to accept the fact that tanks got a nerf.
Not you ofc, you live in your own PvP immortal templar world, we should all bow to you, reroll a temp and copy your build.
There is no fact, tanks didn't get a nerf (apart from maybe trials vMoL tanking, where you actually have to hold block & never let go).
Every single 4-man dungeon in this game is completable without permablocking, and will be even easier as a tank after this patch.
I do not want people to reroll any certain build, I want people to let go of the fixation on permablocking & the mindset of "I hold right mouse button, I'm a tank" and experiment with different builds - thus creating a more diverse landscape in both PvE & PvP and enrichening the gameplay experience of everyone.
Unless you found a post in this thread talking about how it will become impossible to permablock, then stop strawmanning the discussion and derailing it via that strawman.
Of course every thing is able to be completed without permablocking. You are saying the equivalent to "you know guys, you don't have to be breathing non-stop to survive, you can take small breaks."
It is so obvious that everything can and will be completed without permanblocking and you have not struck something insightful by making that point over and over.
A nerf is a nerf coming from a permablocking or non-permablocking perspective.
Personofsecrets wrote: »Block cost is being increased along with roll dodge and break free. In addition, block cost is increased by 20% by the removal of bracing.
That increased block cost will have an effect on all blocking whether it be individual blocks or permablocks.
Therefore the nerf effects a non-permablocking characters.
This thread isn't about permablocking as much as you want to make it about that DDuke. Stop attempting to derail the thread by making it about permablocking. I will not fall for or allow others to fall for your strawman arguments.
Additionally see my post that I already formed in response to you about why the extra health, healing, and damage doesn't necessarily cancel the effect out. Again, I will run the numbers, but stop strawmanning by pretending that nobody offered you any contrary view.
Finally, nobody has to supply evidence to hold up your strawman arguments. The whole reason you make strawman arguments is because you get to pretend that other people are making them and because they are easy to defeat. Humoring you gives more credit to your strawman arguments that need not be discussed (because they don't have much to do with what we are talking about).
Even if you needed to block every 5 seconds, your stamina regen & Constitution passive would be enough to deal with the hit to stamina.
^
Good example of this would be the flesh atronach boss in vICP with slow attacks that you'll want to block.
That is boss fights.
SirSilverMask wrote: »None of the content will be impossible, but it will make it more difficult, which means that fewer people will even want to try learning to tank and there is already a lack of tanks. I'm sorry but saying you haven't tanked trials means that you don't really understand how the nerf will hit. As pointed out by quite a few people, experienced groups don't even need a real tank for most 4 man dungeons. Tanks should not have to rely on templars to be able to do their job in trials. Tanks are being nerfed which does not line up well with the fact that ZOS is nerfing dungeons because people can't complete them.
Why can't heavy armor benefit from the bracing passive of 20% plus sturdy trait if they want it, just like medium armor wearers still benefit from reduced dodge roll cost and can use well-fitted to further decrease the cost of dodge roll.
Heavy armor is already the least worn armor, so why not give it more buffs to increase viability instead of nerfing desired traits?
But if you look at it from a different angle, isn't this also encouraging people that try out tanking to actually figure out viable, good builds that don't rely on taping down the RMB & sitting there like a sponge?
Isn't it encouraging players new to tanking to learn how to manage their resources?
If I was new to this game and I was told that all I have to do is hold right mouse button & taunt, I probably wouldn't be that excited about the whole prospect of tanking.
Instead, having to time blocks & use skills to manage resources makes for much more engaging gameplay.
Wow this thread turned stupid really fast. Every time these tanking topics are made they turn into one big whine. No arguments, no numbers, no videos, no screenshots, just plain damn whining.
Yes some things changed and yes we need to see what it means, but really there is no need that every damn 3rd post there is some half-wit calling out "We got nerfed so bad boohoo!". You think you are helping all of us with your nonsense? No, of course not. For those who can't stop whining hit me a pm and I'll buy you a box of *** tissues.
It's not a nerf, it's a change. And as far as I've been testing my gut tells me not much has changed IN THE END. The difference I saw was in how much the stamina fluctuates due to the new passives. More out, but also more in, but the end value seemed about the same. I was able to do what I did before without noticing a big difference, and I'm not running any sturdy.
BUT if you find an change, a negative one in particular then PLEASE be constructive, post your findings and be open to discuss things.
FYI saying nerf 27 times on one page is not a summoning ritual for @ZOS_RichLambert or anything
Wow this thread turned stupid really fast. Every time these tanking topics are made they turn into one big whine. No arguments, no numbers, no videos, no screenshots, just plain damn whining.
Yes some things changed and yes we need to see what it means, but really there is no need that every damn 3rd post there is some half-wit calling out "We got nerfed so bad boohoo!". You think you are helping all of us with your nonsense? No, of course not. For those who can't stop whining hit me a pm and I'll buy you a box of *** tissues.
It's not a nerf, it's a change. And as far as I've been testing my gut tells me not much has changed IN THE END. The difference I saw was in how much the stamina fluctuates due to the new passives. More out, but also more in, but the end value seemed about the same. I was able to do what I did before without noticing a big difference, and I'm not running any sturdy.
BUT if you find an change, a negative one in particular then PLEASE be constructive, post your findings and be open to discuss things.
FYI saying nerf 27 times on one page is not a summoning ritual for @ZOS_RichLambert or anything
Current score based on suggested evaluation measure.
Arguments: 0
Numbers: Technically 2
Videos: 0
Screenshots: 0
Gut Feelings: 1
Whining: Debatable
@DDuke
I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .
... but in other places, you HAVE to hold block near constantly, not only is the damage insane without it (even at hardcap resists) but it prevents alot of CCs that can cause death when at the wrong time.
Well...
I think you should add the weight of the "gut feeling" factor based on known performance.
I guess, @Armitas , we can agree that the Leaderboard of Trials are a satisfactory measure to do that.
So if you care to take a glance on the Leaderboards, I'll guess you understand that the opinion of the Tanks high in the Leaderboard have "some" weight for me.
All of 'boosts' means completely nothing for classical dk tanks don't forget this. Most of your comments comes from magplar perspective who was always OP in pve just because of sweeps.@DDuke
I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .
Yes, I know.
And what do you have to do in order to solo them? That's right, you need to tank things.
More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).
Also, trial tanks are going to adapt & make things work even after this patch.
Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.
Having new players learn resource management before they get to the trials is only a good thing.
For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.
@DDuke
I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .
Yes, I know.
And what do you have to do in order to solo them? That's right, you need to tank things.
More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).
Also, trial tanks are going to adapt & make things work even after this patch.
Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.
Having new players learn resource management before they get to the trials is only a good thing.
For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.
Sugaroverdose wrote: »All of 'boosts' means completely nothing for classical dk tanks don't forget this. Most of your comments comes from magplar perspective who was always OP in pve just because of sweeps.@DDuke
I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .
Yes, I know.
And what do you have to do in order to solo them? That's right, you need to tank things.
More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).
Also, trial tanks are going to adapt & make things work even after this patch.
Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.
Having new players learn resource management before they get to the trials is only a good thing.
For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.
Tank DK cannot constantly healout while damaging, you can spam deep breath on adds, but it will not help you on boss.
Basic idea of your posts is "i do support stupid stack damage meta", problem is: not everyone supports it, i know only two people who does want this as only one available ways to play: it's you, and @Wrobel
SirSilverMask wrote: »@DDuke
I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .
Yes, I know.
And what do you have to do in order to solo them? That's right, you need to tank things.
More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).
Also, trial tanks are going to adapt & make things work even after this patch.
Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.
Having new players learn resource management before they get to the trials is only a good thing.
For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.
So now by following that logic, one person wears heavy armor and deals slightly less damage, and because everything hits like a wet noodle no blocking is even necessary except for an occasional heavy attack from a boss. Is that really where the game should be going?
Yeah, you can't tank with pure stamblade, but you can reroll into magblade in light S&B with 4k spell damage and tank successfully, which is ridiculous, don't you think? And he will hold 'RMB' almost all the time.Sugaroverdose wrote: »All of 'boosts' means completely nothing for classical dk tanks don't forget this. Most of your comments comes from magplar perspective who was always OP in pve just because of sweeps.@DDuke
I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .
Yes, I know.
And what do you have to do in order to solo them? That's right, you need to tank things.
More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).
Also, trial tanks are going to adapt & make things work even after this patch.
Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.
Having new players learn resource management before they get to the trials is only a good thing.
For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.
Tank DK cannot constantly healout while damaging, you can spam deep breath on adds, but it will not help you on boss.
Basic idea of your posts is "i do support stupid stack damage meta", problem is: not everyone supports it, i know only two people who does want this as only one available ways to play: it's you, and @Wrobel
It's not about stacking damage, it's about stacking mitigation.
You can go in as a medium armour Nightblade & try to tank things with your 5k weapon damage, it just doesn't work.
Tanking is about mitigating damage surviving, not about holding RMB or killing bosses before mechanics.
I'm fairly certain you can make magicka, and especially stamina DK tank work as well with the right skill setup & gear, but I havent theorycrafted much around that.